Animation Clips are the smallest building blocks of animation in Unity. They represent an isolated piece of motion, such as RunLeft, Jump, or Crawl, and can be manipulated and combined in various ways to produce lively end results (see Animation State MachinesA graph within an Animator Controller that controls the interaction of Animation States. Each state references an Animation Blend Tree or a single Animation Clip. More info
See in Glossary, Animator ControllerControls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components. More info
See in Glossary, or Blend Trees). You can select Animation Clips from imported FBX data.
When you click on the model containing animation clips, these properties appear:
The Animation Clip InspectorThere are five areas on the Animation tab of the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary window:
(A) Asset-specific properties. These settings define import options for the entire Asset.
(B) Clip selection list. You can select any item from this list to display its properties and preview its animation. You can also define new clips.
(C) Clip-specific properties. These settings define import options for the selected Animation Clip.
(D) Clip properties. These settings define import options for all Animation clips.
(E) Animation preview. You can playback the animation and select specific frames here.
Asset-specific properties Import options for the entire AssetThese properties apply to all animation clips and constraints defined within this Asset:
Property Function Import Constraints Import constraintsSettings on Joint components which limit movement or rotation. The type and number of constraints vary depending on the type of Joint. More infoNote: If disabled, all other options on this page are hidden and no animation is imported.
Bake Animations Bake animations created using IK or Simulation to forward kinematic keyframes.Only available for Autodesk® Maya®, Autodesk® 3ds Max® and Cinema 4D files.
Resample Curves Resample animation curves as Quaternion values and generate a new Quaternion keyframe for every frame in the animation.This option only appears if the import file contains Euler curves. This option is enabled by default.
Disable this option to keep animation curves as they were originally authored. You should only disable this option if there are interpolation issues in the resampled animation when compared with your original animation.
Anim. Compression The type of compression to use when importing the animation.Angle(value, reduced) < RotationError
Unity only supports a small subset of properties when importing FBX files (such as translation, rotation, scale and visibility). However, you can treat standard FBX properties like user properties by naming them in your importer script via the extraUserProperties member. During import, Unity then passes any named properties to the Asset postprocessor just like ârealâ user properties.
Setting error tolerance for key reduction on position and scale curvesSet the error tolerance percentage to determine whether or not Unity can remove a key on a position or scale curve as a strategy for animation compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary.
When you set the Anim. Compression property to KeyframeA frame that marks the start or end point of a transition in an animation. Frames in between the keyframes are called inbetweens.
See in Glossary Reduction or Optimal, Unity compares the original curve to what the curve looks like after removing a specific keyframe and applies this test:
OriginalValue - ReducedValue > OriginalValue * percentageOfError
Unity removes a keyframe if the delta between the original value and the reduced value is less than the original value multiplied by the error tolerance percentage.
Note that Unity compares the distances between the three curve components (it compares distance(x,y,z)
), and also per component ( distance(x)
, distance(y)
, and then distance(z)
).
This example demonstrates how Unity evaluates a reduction on the y-axis using an error tolerance of 10%:
Define a position error of 10% on a simple animation of a translation on the y-axis Keyframe A has a value of 11.2 Keyframe B has a value of 11.1 The resulting reduced curveKeyframe A is not reduced because:
D = 11.2 - 10 = 1.2
.E = 10% * 11.2 = 1.12
Keyframe B is reduced because 11.1 - 10 < 10% * 11.1
:
D = 11.1 - 10 = 1.11
E = 10% * 11.1 = 1.11
Note that this method has a limitation when using high values that vary only slightly. Moving the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary 1000 units away results in essentially the same animation but located far from 0.
In this case, both keyframes are reduced.
Keyframe A is reduced because:
D = 1011.2 - 1010 = 1.2
E = 10% * 1011.2 = 101.12
Keyframe B is reduced because 11.1 - 10 < 10% * 11.1
:
D = 11.1 - 10 = 1.11
E = 10% * 1011.1 = 101.11
Higher values require a much larger difference between the original and reduced values for keyframes to remain in the reduced curve. Keyframe A has a value of 1100 and is discarded; keyframe B has a value of 1112 and remains:
Higher values require a much larger difference Clip selection list List of clips defined in this fileYou can perform these tasks in this area of the Animation tab:
+
) button.-
) button.If you manually change properties of imported clips, Unity does not import new animation clips when the source Asset changes. For example, if you create a new clip or change a clip timing on the Animation tab, the clip list does not update even if you add clips to the FBX file from outside Unity. To view new and changed animation clips, you must add a new source take to the clip list.
Clip-specific properties Import options for the selected Animation clipThis area of the Animation tab displays these features:
(A) The editable name of the selected source take. (B) The animation clip timeline. (C) Clip properties to control looping and root motionMotion of characterâs root node, whether itâs controlled by the animation itself or externally. More info
See in Glossary extraction properties for transform rotation, transform position Y, and transform position XZ. These features also include additional properties for reference pose, curves, events, and AvatarAn interface for retargeting animation from one rig to another. More info
See in Glossary masks.
You can set these properties separately for each animation clip defined within this asset.
Source Take name Property FunctionYou can import source takes as individual Animation clips. You can also create Animation clips from a subset of frames.
Clip timing Property FunctionCreating clips is essentially defining the start and end points for segments of animation. To define a looping clip, trim the start and end points so that the first and last frames match as best as possible. You can also zoom and scroll the timeline to be more precise.
Start Start frame of the clip. End End frame of the clip. Loop Time Play the animation clip through and restart when the end is reached. Loop Pose Loop the motion seamlessly. Cycle Offset Offset to the cycle of a looping animation, if it starts at a different time. Root Transform Rotation Property Function Bake into Pose Bake root rotation into the movement of the bones. Disable to store as root motion. Based Upon Basis of root rotation.These expandable properties apply to all Animation clips being imported.
Import options for all Animation clips Animation import warningsIf any problems occur during the animation import process, a warning appears at the top of the Animations Import inspector:
Animation import warning messagesThe warnings do not necessarily mean your animation has not imported or doesnât work. It may just mean that the imported animation looks slightly different from the source animation.
To see more information, expand the Import Messages section:
Animation import warning messagesIn this case, Unity has provided a Generate Retargeting Quality Report option which you can enable to see more specific information on the retargeting problems.
Other warning details you may see include the following:
These messages indicate that some data present in your original file was omitted when Unity imported and converted your animation to its own internal format. These warnings essentially tell you that the retargeted animation may not exactly match the source animation.
Note: Unity does not support pre- and post-extrapolate modes (also known as pre- and post-infinity modes) other than constant, and converts these to constant when imported.
Animation preview Animation clip previewThe preview area of the Animation tab provides these features:
(A) The name of the selected clip.
(B) The 2D preview mode button (switches between orthographic and perspective camera).
(C) The pivot and mass center display button (switches between displaying and hiding the gizmos).
(D) The Avatar selector (change which GameObject will preview the action).
(E) The play/pause button.
(F) The playback head on the preview timeline (allows scrubbing back and forth).
(G) The animation preview speed slider (move left to slow down; right to speed up).
(H) The playback status indicator (displays the location of the playback in seconds, percentage, and frame number).
(I) The TagA reference word which you can assign to one or more GameObjects to help you identify GameObjects for scripting purposes. For example, you might define and âEdibleâ Tag for any item the player can eat in your game. More info
See in Glossary bar, where you can define and apply Tags to your clip.
(J) The AssetBundles bar, where you can define AssetBundles and Variants.
AnimationClip
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